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Posts posted by bitchparty
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https://www.podbean.com/ew/pb-5kzfd-db8a04
Hey guys I was on this podcast recently and talked about Skaven for 3 hours. Hope some of you enjoy it.
FYI there is a bit of adult language so make the kids wear earmuffs.
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On 12/8/2019 at 5:49 AM, Coyote said:
Question - Just to be clear -for the Claw-Horde Battalion - Which requires 1 Clawlord
We cannot use the Skaven Clawlord on Brood Horror (keywords include Skaven Clawlord on Brood Horror AND Clawlord) In the Battalion to substitute for the 100 pt Clawlord, right?
The battalion requires a Clawlord, not a CLAWLORD. The difference being that it requires the unit named 'Clawlord' and not a unit with the keyword CLAWLORD. It's not in capitals and bold, so it's referring to the unit rather than the keyword.
So no, you cannot use the Skaven Clawlord on Brood Horror in Claw-Horde.
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6 minutes ago, Gwendar said:
It works but it's a little trickier since he doesn't get to activate right away and he's revealed at the start of either combat phase. Just have to make sure you can pile in and hit something before it hits him.
Best way to use the Deathmaster is to have the unit he pops out of base locking (2 or more models in base to base contact with) the target, then place the Deathmaster 2.9" away from the target. That way, you can (hopefully) wait until the target has activated and they will more than likely not be able to hit the Deathmaster, then activate ol' sneaky boi and have him pile in and bop the target.
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1 hour ago, Lord Krungharr said:
Wow, this just made me realize Clan Rats must be Verminus. I have a full Eshin/Gutter Runner army currently but want the Clanrats to let me use the Screaming Bell and Lightning Cannon for variety's sake.
Can a unit be double Death Frenzied?
Yes you can cast Death Frenzy and Dreaded Death Frenzy on the same unit and each model can pile in and attack twice when they are slain.
Pretty sure it's the Khorne FAQ that confirms this.
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2 minutes ago, mmimzie said:
Isn't this replaced by command pts in matched play??
No.
You get a triumph if your points total is lower than your opponent's.
You get a command point for every 50 points you don't spend on units.
They are separate rules and both will be in effect.
e.g. If your list is 1900 points and your opponent's in 1940, you will get 2 CP and roll on the triumph table, your opponent will get 1CP.
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10 minutes ago, MrCharisma said:
Some of you may enjoy the latest Faction Focus: Skaven.
Join Dan Grey Seer Danquol Brewer (@Dan_Brewer89), Thomas the Unclean Holdsworth (@GoatingFaint), and I (@AnthonyMagro) as we unpack the Skaven in Warhammer Age of Sigmar.
In this video, we explore the factions strengths, weaknesses, list builds, tactics, and recommendations. These generals are highly experienced in this allegiance and will help both new and experienced players.
Love it.
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46 minutes ago, SleeperAgent said:
Can you do this in one turn? The way I read the gnawholes seems to imply you can only use your gnawholes (the entire set of 3) once per turn.
Correct. Only one unit can go through a gnawhole per turn.
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2 hours ago, Verminlord said:
What do you guys think will be affected in the ghb? I can't imagine warpseer not going up in points. Maybe plague monks going up, stormvermin down?
Warpseer and Deceiver should probably swap points. Warpseer would still be amazing at 300 points.
Wouldn't surprise me if Plague Monks go up.
Hopefully Stormvermin come down in cost to make them worth taking.
I really hope there aren't many changes. Judging by the very small FAQ, GW seem to think they have gotten things right with this battletome. I am inclined to agree for the most part,
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3 hours ago, Gwendar said:
And Thanquol is in fact on a 90mm now which is..great? He already seemed to just fit on a 105mm
Oh well, glad I hadn't based him although with my most recent lists he won't see much use anyway.He actually fits quite well on a 90mm once he is on there
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15 hours ago, Kraxriket said:
About the doomwheel's new move characteristic, it says "you can reroll the 4d6 that determines its move characteristic. If you do and the roll contains any dice with an unmodified roll of 1 then your opponent carries out the normal move."
Does this mean i can reroll any one or more dice or do i have to reroll them all?
You would have to re-roll all four dice.
14 hours ago, Alris said:It comes into play for spell casting too, whenever it refers to casting something on a visible unit.
If your Verminlord is significantly shorter than the official model you can gain an unfair advantage by being able to hide behind things that a standard Verminlord could not.
Doing this deliberately is called modelling for advantage.
I'm not saying you're doing this deliberately, but some opponents may take issue with it.
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3 hours ago, Alris said:
Hi guys, simple question. Do you think this conversion of the old whfb v4 verminlord to be ok as warpseer in tournament ?
Just make sure he's about the same height as a current Verminlord for line of sight purposes and you're golden
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27 minutes ago, Luca said:
Hello i have one question if my general is skyre or master clan, my clan rats can be skyre battleline whit stomfiends and acolytes, or only stomfiends and acolytes?
Stormfiends or Acolytes can be battleline if everything in the army is Clans Skryre (Clanrats are not Clans Skryre). The only exception is that the general can be Masterclan.
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3 hours ago, The_Yellow_Sign said:
He's 400 points though. I think he's fine just where he is.
Yep, while the 2D6 MW Shooting is very good, it is also very limited range on a not very durable hero.
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11 hours ago, Riff_Raff_Rascal said:
Turn order, remained constant throughout, which helped the magic based pacing. Top of 3, roll natural box cars with my first bell. Well hot diggity. Summon myself a Deceiver, have Arch-warlock summon balewind, then skitterleap that bad boy (still atop the vortex mind you) clear across the board, on an objective and in cover. The only enemy in range is skarbrand. So I succesfully cast shackles with the archwarlock, right on top of him, land-locking him (in a triangle around the base because the sucker can't fly). I literally chained a demon. My opponent was livid as well as skarbrand who hadn't attacked yet the whole game (eventually on turn 5 would kill a mortar team hehe).
In matched play (maybe other types as well) a wizard can only attempt to summon one Endless Spell a turn, so that lovely filthy combo would have to be spread over two turns.
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I played a doubles event over the weekend and ran Clan Verminus for the first time.
Warlord (Crown of Conquest, Cunning Deceiver)
Arch Warlock
40 Clanrats
40 Stormvermin
Chronomatic Cogs
My partner was running Ironjaws (Megaboss, 2 units of Brutes, 2 unites of Gore Gruntas, Warchanter, Weirdnob Shaman). Basically our plan was to run up and smash things before we got smashed. This worked exceptionally well against newer players, but against more experienced players it was a lot harder to pull off.
40 Stormvermin can absolutely chew through anything as long as they get to hit first. Target priority was key to success here, and since it was a doubles event we had to make sure that both our armies were in a position where the Stormvermin could strike first and the rest of our units that were in combat would be able to take a hit.
Game 1 - Shifting Objectives vs Tzeench and Beasts of Chaos
Major Victory
We cast the cogs and sped up time then ran forward to try and swamp the objectives. A big grind fest in the middle where the Stormvermin's +1 to hit for outnumbering the enemy unit really showed its worth. It didn't help our opponents that their Herdstone affected the Tzeench units negatively. Arch Warlock taking down a Doombull in combat was a great show.
Game 2 - Knife to The Heart vs Kharadron Overlords and Fireslayers
Major Victory
Sneaky sneaky Clanrats. While my teammate distracted the opponents with big green guys yelling and stomping around, I sent the Clanrats around the side and did a reatreat and charge onto the objective to get a Major Victory turn three. The whole game the Stormvermin just sat on the home objective and did nothing.
Game 3 - Starstrike vs Legion of Sacrament and Kharadron Overlords
Minor Loss
This is where things started falling apart. We didn't really have an answer for Arkhan, who sat on top of a rock out of harms way the whole game. The combination of the bodies that Death brings to the table and the shooting from the KO was too much for us. Once the Warlord died the Stormvermin fell apart. We managed to draw on points but lost on kill points.
Game 4 - Focal Points vs Tzeench and Pestilens
Major Loss
By this point my teammate and I were beaten down and tired and didn't have much hope for a victory. It turned out to be a lot closer than we thought, so maybe if we had tried a little harder things may have been different. Stormvermin tried to kill the chicken, did not succeed. Highlight was one lonely Gore Grunta taking the brunt of the Pestilens force all by himself.
We placed third overall which I am very happy about. Most importantly we had a blast playing Age of Sigmar all weekend.
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19 hours ago, Gdead909 said:
Congrats man. What would you say the weakness of the list of?
Thanks.
The list doesn't stand up well to shooting. There wasn't much shooting at Masters but one of my regular opponent plays a shooty Stormcast list which regularly kicks my ass. I also didn't have that much going on in the combat phase.
The strong points were Thanquol and the Deceiver. Those two did basically all the heavy lifting. It took me a few games to really figure out when and where to use them, but when used properly they totally wreck ****** and it is glorious.
The Assassin didn't do that much for me and the Gutter Runners were just OK. They have been really good for me in about 1/4 games.
I'm going to drop the Warpseer in favor of 40 giant rats and a packmaster and the gutter runners for some plague monks and see how that goes.
To keep things on the topic of Skryre, my Arch Warlock John Cheese is basically an auto include for every list I put together. He goes up on a Balewind and does his thing, gets relocated by the Deceiver if need be.
I've been wargaming for about a year now, playing either mixed Chaos or Clan Skryre. Overall I prefer this mixed Chaos list. While Skryre can deal a lot of damage, I find them to be one or two tricks that work well most of the time, but can be shut down if people know how. Mixed Chaos has a lot more variety (and bodies), and people generally don't realise what it can do. At the start of every game I tell my opponents that I can Skitterleap Thanquol into 2D6 Mortal Wound range, but they often still underestimate how good that can be. If they know about it and set up to zone out Thanquol, I skitterleap the Arch Warlock instead.
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On 12/1/2018 at 12:49 AM, Gdead909 said:
That's awesome! So when is masters?
It was a couple of weeks ago.
My mixed Skaven (The Hallouminati) placed 11th, the Pestilens List at 16th (out of 20).
Both had 2 Wins, 3 Losses. Tiebreakers were Hidden Agendas then Strength of Schedule.
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7 minutes ago, EchoHavoc said:
Hey there guys,
I am seriously considering skaven as my next army. I've always had a love for the rats. I love the models and think they could be really fun.
Before I get started I do have a few questions. This is mostly based towards a competitive environment however, all feedback is appreciated.
I would either go mixed skaven or clan pestilence is either more competitive or are they roughly equal?
1) How does the army play? Fast? Slow? Camp objectives? Defensive? Offensive? Hard hitting or wet noodle? Do units die to a slight breeze? Or put up a good fight?
2) what are the good match ups/bad match ups? Good scenarios/bad scenarios?
3) does the army need allies to succeed?
4) How competitive if at all would you say the army is?
5) What would a typical list look like?
I'm thinking three blocks of 40 clan rats supported by some hero's?
Personally I think mixed Chaos is better than Pestilens. It's hard going up against battletome armies, but one of the best players in Australia plays mixed Chaos Skaven and often podiums so it can be done.
1) Not slow, but there are much faster armies out there. Can hit hard with mortal wounds (Wizards, Stormfiends) and some very good combat units (Plague Monks), but not a lot of durability.
2) Good scenarios are ones where objectives are 'most models within six' based, since we have a lot of bodies. Bad match ups are anything that targets bravery.
3) Mixed Chaos can't have allies. Skryre or Pestilens will often benefit from allying in 40 clanrats.
5) Lots of Clanrats, some heros and lots of clanrats.
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I'm running a Skaven mixed Chaos list at the NZ Masters tournament in just over a week, I'll post here about how it goes.
I'm not expecting to win many games, we have a lot of very good players here and I'm still relatively new to wargaming.
I know this list is not optimal but it is a shitload of fun to play even when losing.
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11 hours ago, Mayple said:
Depends what you're playing against, but a 3+ save, access to look out sir, and ability to hide behind terrain makes the arch-warlock notably more survivable than the massive Warpseer. Exceptions being against heavy spellcasters where saves and minus modifiers to hit doesn't count, although you should still be able to hide the arch-warlock with little difficulty.
The look-out-sir on the arch-warlock is what ends up putting him above the Warpseer in toughness. Assuming he's even visible enough to get shot at, or horned rat forbid, charged ?
If the arch-warlock is poorly positioned then he'll die like the rest, but so will the warpseer.
There's also the important distinction that an arch-warlock really thrives in the middle of a clanrat swarm, while a warpseer will actively sabotage his own movement in a similar position.
Those are great points. I tend to pop my Arch Warlock on a Balewind, which makes him less hide-able/maneuverable
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On 10/22/2018 at 7:19 AM, Mayple said:
Crown of Conquest on the Arch-Warlock instead will ensure it sticks around much longer, is better positioned, and enables the warpseer to utilize his high movement to go where he wants to go, rather than being locked down by staying in optimal battleshock immunity range.
You could consider the warpseer as general instead if you intend to use the deceiver offensively, but that's entirely up to your preference Both of those options are good, but cunning deceiver is more valuable the longer it remains in play.
I run a Warpseer and Arch Warlock in most of my games. I find the Warpseer is more survivable due to his re-roll saves ability. Also his bigger base size makes the Crown better.
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Allegiance: Chaos
LEADERS
Verminlord Deceiver (300)
Arch Warlock (140)
Warlock Engineer (100)
Verminlord Warpseer (260)
- Artefact : Crown of Conquest
Grey Seer (100)
UNITS
5 x Gutter Runners (60)
5 x Gutter Runners (60)
5 x Skryre Acolytes (60)
1 x Warp Grinder Weapon Team (80)
20 x Clanrats (120)
-Rusty Blade
20 x Clanrats (120)
-Rusty Blade
40 x Clanrats (200)
-Rusty Spear
WAR MACHINES
Warp Lightning Cannon (180)
Warp Lightning Cannon (180)
ENDLESS SPELLS
Balewind Vortex (40)
Any advice on this list fellow rat enthusiasts?
A couple of thoughts of my own...
Swap the Grey Seer for a Warlord maybe?
Drop the Warp Grinder and Acolytes for a Command Point and Plague Monks?
AoS 2 - Skaventide Discussion
in Skaven
Posted
Thanks mate.
Here is the Gnawbomb list that has done me well the last couple of tournaments. I placed 3rd and 5th with it.
It's a really solid list but it does rely on dice rolls. For the most effective gnawbomb you need to cast MMMP, Dreaded Skitterleap and Skitterleap.
The idea is that you cast MMMWP on the Stormfiends, then Dreaded Skitterleap the Deceiver to a piece of terrain then turn it into a Gnawhole. Then Skitterleap the Arch Warlock over to the Gnawbomb. In the movement phase send the Stormfiends through the Gnawhole. If you're facing a combat army, then pop up 40 clanrats as a screen around the fiends using the Warp Grinder.
The Gutter Runners come in off the board edge to harass the flank. This can be done on the opposite side of the table to the Gnawbomb so your opponent has to divide his attention. If he doesn't take out the Gutter Runners they will cause trouble.
That's the general idea, but it does require different tactics in some situations. Deployment generally has your heroes grouped together (and you need them all for the trick to work properly) so something like a Stormcast comet can ruin your day.
Allegiance: Skaventide
Leaders
Verminlord Deceiver (320)
- General
- Command Trait: Shadowmaster
- Artefact: Gnawbomb
Arch-Warlock (160)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer (140)
- Lore of Ruin: Skitterleap
Battleline
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
20 x Clanrats (120)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
Units
6 x Stormfiends (520)
- 2x Windlaunchers
- 2x Ratling Cannons
- 2x Shock Gauntlets
20 x Gutter Runners (200)
1 x Warp-Grinder (80)
Endless Spells / Terrain / CPs
Bell of Doom (40)
Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 182
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Here's the list that did really well for me last year and consistently placed in the top 5 at events.
It used to have 20 more clanrats in it but points increases put a stop to that.
This one is less of a single strategy focused list and is designed to play the objectives with bodies while Thanquol and the Warbringer are the ones doing the damage.
Allegiance: Skaventide
Leaders
Verminlord Warbringer (280)
- General
- Command Trait: Brutal Fury
- Artefact: Things-Bane
Thanquol on Boneripper (400)
- 4 Warpfire Braziers
- Lore of Ruin: Warpgale
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Grey Seer on Screaming Bell (240)
Battleline
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
20 x Clanrats (120)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
Units
40 x Plague Monks (280)
- Foetid Blades
Total: 1960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 191